Things in CS5.5 that help with mobile development

There are a lot of new things in Flash Pro CS5.5, not all of which are relevant to making mobile apps, but several are. The list below is intended for people who are deciding whether to spend the $119 for the upgrade. Anyone who wants to stay with CS5, and use the hacked add-on of AIR 2.6, can continue to work that way, or wait and see if Adobe release a more integrated way to have 2.6 in CS5. I've asked that question, but no answer about it yet.
Meanwhile, here are some reasons to spend the $119:
With Convert to Bitmap you can take your stage items (any combination of selected items) and have them be converted to a bitmap symbol. You could have made them be a symbol already if you like, so that in the library you have the original to re-edit. The idea being that the bitmap will perform better than a set of demanding vectors.
Export to Bitmap is an alternate approach to the same goal. You can set symbols to be converted to bitmap when you make the swf.
CacheAsBitmap Opaque lets you set items to be CacheAsBitmap, but without storing the alpha channel, which will save on GPU memory.
Visibility as a keyframe. Things only actually cache on the GPU at the time they appear on the stage. By using the visibility keyframe you can cue up your bitmap items ahead of when they are needed, and so then when they need to fly across the stage smoothly, they're already cached, and you just toggle the visibility as part of the motion tween.
You can now switch quickly between player types. This would mean that you could select player 10.2 for some quick general testing, and then back to iOS for doing an AIR test movie, without having to dig around in the publishing settings all the time.
You can take a layout for one size device and resize the stage and the content to another size. It works through all layers and all scenes when doing that.
There are a few Android template files, that would also work for iOS, and many Code Snippets to get you started on mobile features.
There are several other relevant things you can do, especially in the publishing settings (like choosing High Resolution for Retina display for example), but those are things you can also do just by editing the descriptor file.
I bet I'm forgetting some things!

Thanks, I like to be of help!
Couple of things to note: I'm not sure you can use the 2.6 hack to have things be converted to bitmap, or to rearrange your timeline with strategically places visibility keyframes. Or most of the other things I mentioned.
Also, the full list of new features is about 28 items long. Now, some of them are not overly exciting, but there are some nice things in there besides the mobiles related ones. Here's my longer list:
TLF Performance Improvements
Shared Project Format I and II
Project Panel Update
Code Snippets for Mobile and AIR
Auto Recover and Auto Save
Incremental Compilation
Document PI Changes
AIR Android Support
TLF Support for StyleSheets
TLF Tab Ruler
Authortime Shared Assets
TLF File Size Optimization
Snippets HUD Feature
Copy and Paste Layers
Integrated Controller with Loop Range
New Library Conflict Resolution Dialog
New Publish Settings Dialog
Visible Property UI
Visible Property
Cache as Bitmap - Opaque Background
IK Pinning
Export as Bitmap
Convert to Bitmap
TCM Text (Static TLF)
Fixes for RSL Preloading and Scripting Problems / ProLoader
Scale Content When Changing Stage Size
AIR 2.6 SDK
Debug movie on device via USB
Maybe you could justify the other $90 for some of those things? If not, hang in there with the hack, and watch out for any answers about whether there will be neater ways to integrate AIR 2.6 onto CS5.

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